Thanks for replies and comments. The joint limits i've posted are still not necessarilly the final settings, but so far is behaving pretty well with froyd.

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http://where have you used IK chains within that rig? is it just one for each limb, or is it a more complex setup?

So far, its only 2 bones per IK chain. On both sides its: Shoulder -> Bicep bicep -> forearm. Thigh -> shin. Heel -> toe. I've left the wrist and fingers FK, and the neck as well. Its probably far from the 'correct' way of doing it, but so far am getting results. Feel more comfortable dragging the arm in to position with IK, then animating hands and wrist FK. (i can use sequences i already have for animating FK hands, and positioning the arm, IK, before positioning the wrist is seeming a more exact way of getting the final pose. I'm treating legs the same. Dragging the leg from bottom of shin bone, IK, and then final positioning of heel and toes, although i'm using IK, heel -> toes, for final position of feet. Its a work in progress. Was having trouble with longer IK chains, crashing, but now realise that was more the 'what i was doing', rather than an anim8or problem. So will go for longer chains in the future, as i get more used to the idea of how it all happens. Thanks for asking. Happy to share, at risk of ridicule. Lol.

I haven't worked with Anim8or's IK (yet!) but I have worked with it in Carrara many times. I think your method is spot on johnar, effectively setting the wrist joint as the IK terminator. Anything you need full control over, such as hand position and finger joint angles, should be left FK. It might help to think of it like the way you think of using your hand to, say, grab a glass of water. You think about moving your hand to the right location and angle to grasp the glass, you don't think about angling your shoulder and elbow to position the hand correctly (that would be FK). Conversely, you don't think about moving your fingertips to the correct location, they are only moved once the hand is in place. Therefore the hand (or more precisely the wrist joint) would be the ideal IK terminator.

Nice work on IK'ing Froyd, johnar! I'm looking forward to having a play with Anim8or's IK, it's one of the things that's been on my 'wish list' for as long as I've been working with Anim8or

I had an IK chain with 8 bones for a tail. It crashed a couple of times, but then Steve told me he figured what the problem was. Fortunately, he'll fix this problem.I'm waiting for the next build. Hopefully, we would use IK&FK

...the wrist joint as the IK terminator. Anything you need full control over, such as hand position and finger joint angles, should be left FK

It's encouraging, and a relief, to hear that i am actually on the right track.

Yes, IK in Anim8or has been on many wishlists, i'm sure. And mine as well. Now that it's happening, it's really quite magic. Must be a ton of work for our one-man band, Steve, the magician. You really must try it when you can. I'm sure feedback to steve, from someone like yourself who is familiar with IK, would be extremely helpfull in the planning and progress of anim8ors IK system. I must say, so far it's coming along quite magnificently. Potentially, absolutely top notch. Cheers ENSONIQ5. Good to hear from you.

not quite what i expected - i'm half-way through building my own IK test skeleton (borrowing Froyd's joint limits btw, thanks for sharing those!), and i was planning to do it with one IK chain from shoulder to wrist and one from hip to ankle, at least initially, and see how that worked. now i think about it, though, i can see why you'd want the extra control at elbow and knee... maybe once the system is fully implemented it'll be possible to work with a single chain per limb and then fine-tune elbows and knees in mid-chain, but for the time being your approach does make sense =]

johnar Can't wait to see Floyd animated with full FK&IK features, in special walks ... I hope Steve will be able to complete the IK tool soon! I also have some nice project I put on hold for the moment, until we can lock the end-effects.

It will be amazing I really asked for this feature for years now. At last, being a part of Anim8or is just perfect I've also asked Steve would be nice if we could have displacement maps. After IK is complete, I hope that's next

Had a bit more time away, and then IK came along. The seas in Deeper will most probably remain stagnent for a little while longer, tho who knows when inspiration might strike. I'm still modelling, slowly, sea creatures. And getting the underground aliens ready for action. But for now, i'm hooked on the progressing IK Thanks for mentioning it, now in its 9th minute, but final passes still needed, especially the last 2 minutes worth. Cheers.

Just wanted to say, i've updated the joint limits. Theres no big differences, in fact, only one maybe 2 small changes, which now i can't even remember what they were... .. But, i have made the values a bit less haphazard on the pic, and therefor, easier to read. (and refer to, if you're using the picture itself as reference)(which i was doing, when i realised that it needed straightening up a bit, in places) (Its on Page 2 of this thread.)